Placing a FunctionalTest Blueprint into a level that contains a landscape component and a sub-level that also contains a landscape component results in a crash when PIE is started. This only occurs ...
Motion tolerance for Spawn Per Unit does not affect the particle system. Even if the vaules are set very high. Found in 4.18 CL# 3832480, 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Preview 2 CL# 4472 ...
Using the maximum resolution available on the monitor for windowed mode results in the window overtaking the Windows taskbar. ...
Once packaged, a persistent level is unable to create navmesh data properly if the navmesh bounds volumes are only present in its sublevels. The issue can be traced to the UNavigationSystemV1::IsThe ...
Running a packaged game with DX12 will crash on launch every second start and after. If you delete the files with the .ushaderprecache extension that are in the ProjectName/Saved folder the exe star ...
You are unable to access or create references to any Sublevel Actors in the Persistent Level Blueprint. Licensee reports being able to select the Sublevel Actor and then right-click to create a refe ...
The GetAssetRegistry blueprint node only produces the asset data for the Material class and its subclasses. It completely ignores the asset data for Actor, derived Actor class Blueprints, and the su ...
With a SceneCapture2D actor in a level the editor will crash when changing to a mobile preview. Working as expected in 4.20 CL# 4369336 Found in 4.21 Preview 1 CL# 4435822 and 4.22 CL# 4470579 Th ...
The construction script does not update the parameters of the actor component. Found in 4.19 CL# 4033788, 4.20 CL# 4369336, 4.21 Preview 1 CL# 4435822, 4.22 CL# 4470579 ...
The relative location of a Blueprint's Components behaves differently in the level depending on whether the Component was added directly to the Blueprint or it was inherited from a parent code class ...